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Spore TyrannosaurusCreature 13


RareGargantuanAnimalDinosaurFungus
Source Pathfinder #210: Whispers in the Dirt
Perception +23 (low light vision, fungalsense (imprecise) 120 feet)
Languages none
Skills Acrobatics +22, Athletics +27
Str +8, Dex +3, Con +6, Int -4, Wis +2, Cha +0

AC 32; Fort +27; Reflex +22; Will +23;
HP 280
Speed 30 feet
Immunities death effects, disease, poison, paralyzed
Weaknesses Fire 15

Jaws One Action +27 (+22, +17) to hit (deadly d12, reach 20, unarmed) 3d12+15 Piercing
Foot One Action +27 (+22, +17) to hit (reach 15, unarmed) 3d10+15 Bludgeoning

Fungalsense

A spore tyrannosaur in contact with fungal corruption can sense the nearby motion of anything touching the same patch of fungal corruption.

Aura of Spores (aura, fungus, primal)

30 feet. Creatures that start their turn in the spore tyrannosaurus's aura are in danger of inhaling the toxic spores that it constantly exudes. Creatures without the fungus or plant trait take 4d6 poison damage (DC 30 fortitude save) upon entering the aura or starting their turn in the aura. Those who fail are also Sickened 1 by the spores.

Fungal Empowerment

While the spore tyrannosaurus is touching fungal corruption, it gains fast healing 10 and is Quickened; it can use the extra action to Stride or Strike.

Fling One Action

Requirements A creature is Grabbed in the tyrannosaurus's jaws


Effect The tyrannosaurus flings the creature into the air up to 10 feet up from its mouth and 20 feet away. The creature falls 25 feet (assuming the tyrannosaurus flings it as high as it can) and takes falling damage accordingly. If the flung creature lands on another creature, the creature it lands on takes the same amount of bludgeoning damage. The creature being landed on can attempt a DC 33 reflex save.

Pin Prey Reaction

Trigger The tyrannosaurus critically hits a Large or smaller foe with its foot


Effect The creature struck by the foot is knocked Prone and held in place. As long as the tyrannosaurus doesn't move from its position, the pinned creature is Grabbed.

A tyrannosaurus gains a +2 circumstance bonus to attack a creature it has pinned in this manner but can only Swallow Whole if that creature is grabbed with its jaws.

Spore Breath Two Actions (fungus, poison, primal)

The spore tyrannosaurus unleashes a 60-foot cone of highly toxic spores from its maw. Creatures in the area take 14d6 poison damage (DC 33 fortitude save). Those who fail are also Sickened 1 (or Sickened 2 on a critical failure). The fungal tyrannosaurus can't use the spore breath weapon again for 1d4 rounds.

Swallow Whole One Action (attack)

Medium, (3d6)[bludgeoning],3d6 poison damage, Rupture 32


The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.

A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.

Effect: Engulf and Swallow Whole

If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.

Trample Three Actions

Huge or smaller, foot, DC 30 reflex


The monster Strides up to double its Speed and can move through the spaces of creatures of the listed size, Trampling each creature whose space it enters. The monster can attempt to Trample the same creature only once in a single use of Trample. The monster deals the damage of the listed Strike, but trampled creatures can attempt a basic Reflex save at the listed DC (no damage on a critical success, half damage on a success, double damage on a critical failure).

Grab One Action

Requirements The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature Grabbed or Restrained


Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty.

The monster can instead use Grab and choose one creature it's grabbing or restraining with an appendage that has Grab to automatically extend that condition to the end of the monster's next turn.


Widely regarded as the king of the dinosaurs, the tyrannosaurus is a massive predator with a wide mouth filled with viciously sharp teeth. Some tribes of giants have even trained tyrannosauruses as mounts or beasts of war.


Remnants from the world's primeval era, these enormous reptilian animals still exist in large numbers in remote wildernesses or underground in magical Darklands caverns. Lizardfolk, orcs, giants, and other humanoids who live near dinosaurs use the animals as mounts, guards, or hunting beasts. Occasionally, rich nobles will collect dinosaurs to display them in menageries, which almost inevitably leads to cast-offs being nursed back to health by druids and other champions of nature. When dinosaurs establish themselves in regions outside their normal habitats, it's often the result of a large collection being released.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.

Dinosaur

These reptiles have survived from prehistoric times.

Fungus

Fungal creatures have the fungus trait. They are distinct from normal fungi.